Table of Contents

Publishing the extension package

This article explains how to package and publish the EasyAR Sense Unity Plugin extension developed for specific headsets after completing development and operational verification, so that users can easily use the extension.

Before you start

Completing the package definition

The definition of the package itself is in package.json. You can modify this file or create a new package according to Unity's guidelines for creating custom packages. Make sure to modify the name and displayName of the package, ensuring no conflicts with EasyAR's template itself or extensions from other vendors.

Regenerating meta files

Delete and regenerate .meta files for all files in the package. Otherwise, they may conflict with the template itself or extensions from other vendors.

Note

Unity may cache .meta files. It is recommended to delete all .meta files in the package and the entire Library directory while Unity is closed, then reopen the Unity project to regenerate .meta files.

Note that references in scenes and resource files will change. You may need to recreate or modify some objects in the scene. Replacing GUIDs in .unity and other resource files through text replacement is a feasible method.

Checking version compatibility

Check the extension's compatibility with the device SDK and EasyAR Sense Unity Plugin versions.

Note

Starting from version 4000, EasyAR Sense Unity Plugin follows the semantic versioning required by Unity. Before that, each minor version might contain incompatible changes.

Packaging and publishing

You may also want to modify some other files in the package. Make sure to carefully review the entire package before publishing.

It is recommended to use Unity packages for file packaging. If the device SDK is not ready for release as a Unity package, you can also choose to release it via asset package.

Remind users that all restrictions of the EasyAR license key (especially those for custom cameras) apply to your extension package.